/Engine/Source/Runtime/Engine/Classes/Components/SkeletalMeshComponent.h
Given a world position, find the closest point on the physics asset. Note that this is independent of collision and welding. This is based purely on animation position
true if we found a closest point
bool GetClosestPointOnPhysicsAsset ( const FVector & WorldPosition, [FClosestPointOnPhysicsAsset](API\Runtime\Engine\Components\FClosestPointOnPhysicsAsset) & ClosestPointOnPhysicsAsset, bool bApproximate ) const